/Engine/Source/Runtime/Engine/Public/ShowFlags.h
ShowFlags are a set of bits (some are fixed in SHIPPING) that are stored in the ViewFamily. They can be used by the artist/designer/developer to debug/profile parts of the rendering. Some ShowFlags are used to customize the rendering e.g. by the SceneCaptureActor, those should not be locked in shipping and not used in inner loops (for performance) They should not be used for scalability (as some might be compiled out for SHIPPING), there we use console variables. ViewModes are on a higher level, they can manipulate show flags before they get used.
struct FEngineShowFlags
uint32:  1
AmbientCubemap
E.g. Ambient cube map, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
AmbientOcclusion
Screen Space Ambient Occlusion, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
AntiAliasing
Any Anti-aliasing e.g. FXAA, Temporal AA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
Atmosphere
Render Sky and Atmospheric lighting, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
AudioRadius
Draw sound actor radii
uint32:  1
BillboardSprites
Draw billboard components
uint32:  1
Bloom
Bloom, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
Bones
Draw the bones of all skeletal meshes
uint32:  1
Bounds
uint32:  1
Brushes
Show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
BSP
Draws BSP brushes (in game or editor textured triangles usually with lightmaps), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
BSPSplit
Colors BSP based on model component association
uint32:  1
BSPTriangles
Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles
uint32:  1
BuilderBrush
If the builder brush (editor) is getting rendered
uint32:  1
CameraAspectRatioBars
Render safe frames bars
uint32:  1
CameraFrustums
Draws camera frustums
uint32:  1
CameraImperfections
Like bloom dirt mask
uint32:  1
CameraInterpolation
Usually set in game or when previewing cinematics but not in editor, used for motion blur or any kind of rendering features that rely on the former frame
uint32:  1
CameraSafeFrames
Render safe frames
uint32:  1
CapsuleShadows
If Capsule shadows are enabled.
uint32:  1
Cloud
Render Cloud
uint32:  1
Collision
Collision drawing
uint32:  1
CollisionPawn
Collision blocking pawn against simple collision
uint32:  1
CollisionVisibility
Collision blocking visibility against complex
uint32:  1
ColorGrading
Color correction after tone mapping
uint32:  1
CompositeEditorPrimitives
Whether to render the editor gizmos and other foreground editor widgets off screen and apply them after post process, only needed for the editor
uint32:  1
Constraints
Render joint limits
uint32:  1
ContactShadows
If Screen space contact shadows are enabled.
uint32:  1
Cover
Complex cover rendering
TBitArray
CustomShowFlags
NOTE: that the offset of this variable is used mark the end of the variables defined by ShowFlagsValues.inl, no other variables should be added before it.
uint32:  1
DebugAI
Calls debug drawing for AIs
uint32:  1
DebugDrawDistantVirtualSMLights
uint32:  1
Decals
Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
DeferredLighting
Execute the deferred light passes, can be disabled for debugging, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
DepthOfField
Depth of Field
uint32:  1
Diffuse
Whether to display the scene's diffuse.
uint32:  1
DirectionalLights
Allows to disable lighting from Directional Lights
uint32:  1
DirectLighting
Allows to disable all direct lighting (does not affect indirect light)
uint32:  1
DisableOcclusionQueries
Disable hardware occlusion queries, similar to setting r.AllowOcclusionQueries=0, but just for this scene.
uint32:  1
DistanceCulledPrimitives
Show objects even if they should be distance culled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
DistanceFieldAO
Distance field AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
DrawOnlyVSMInvalidatingGeo
uint32:  1
DynamicShadows
Non baked shadows, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
EditingLevelInstance
Used to determine whether there are any editing LevelInstances to enable the post processing pass
uint32:  1
Editor
Special: Allows to hide objects in the editor, is evaluated per primitive
uint32:  1
EyeAdaptation
Human like eye simulation to adapt to the brightness of the view, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
Fog
Draws fog, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
ForceFeedbackRadius
Draw force feedback radii
uint32:  1
Game
If this is a game viewport, needed?
uint32:  1
GameplayDebug
Used by gameplay debugging components to debug-draw on screen
uint32:  1
GBufferHints
Highlight materials that indicate performance issues or show unrealistic materials
uint32:  1
GlobalIllumination
Show indirect lighting component, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's needed by r.GBuffer
uint32:  1
Grain
Fine film grain
uint32:  1
Grid
To show the grid in editor (grey lines and red dots)
uint32:  1
HeterogeneousVolumes
HeterogeneousVolumes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
HighResScreenshotMask
Show the current mask being used by the highres screenshot capture
uint32:  1
HISMCClusterTree
Allow to see the cluster tree bounds used used to generate the occlusion bounds and in the culling
uint32:  1
HISMCOcclusionBounds
Allow to see the foliage bounds used in the occlusion test
uint32:  1
HitProxies
Draws each hit proxy in the scene with a different color, for now only available in the editor
uint32:  1
HLODColoration
Visualize HLOD Coloration
uint32:  1
HMDDistortion
Distortion of output for HMD devices, SHOWFLAG_ALWAYS_ACCESSIBLE for now becauseUSceneCaptureComponentneeds that
uint32:  1
IndirectLightingCache
If the indirect lighting cache is enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
InputDebugVisualizer
Input Debug Visualizer
uint32:  1
InstancedFoliage
Draws instanced foliage, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
InstancedGrass
Draws instanced grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
InstancedStaticMeshes
Draws instanced static meshes that are not foliage or grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
Landscape
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
LargeVertices
Displays large clickable icons on static mesh vertices, only needed for the editor
uint32:  1
LensFlares
Image based lens flares (Simulate artifact of reflections within a camera system)
uint32:  1
LevelColoration
Render objects with colors based on what the level they belong to
uint32:  1
LightComplexity
Needed for VMI_LightComplexity
uint32:  1
LightFunctions
LightFunctions (masking light sources with a material), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
LightInfluences
Draw lines to lights affecting this mesh if its selected.
uint32:  1
Lighting
Show the usual material light interaction
uint32:  1
LightingOnlyOverride
Needed for VMI_LightingOnly, Whether to override material diffuse with constants, used by the Lighting Only viewmode.
uint32:  1
LightMapDensity
Needed for VMI_LightmapDensity and VMI_LitLightmapDensity, render checkerboard material with UVs scaled by lightmap resolution w.
uint32:  1
LightRadius
uint32:  1
LightShafts
Render LightShafts, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
LocalExposure
Local Exposure, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
LOD
Use LOD parenting, MinDrawDistance, etc. If disabled, will show LOD parenting lines
uint32:  1
LODColoration
Visualize LOD Coloration
uint32:  1
LumenDetailTraces
Use detail tracing in Lumen
uint32:  1
LumenFarFieldTraces
Use far field traces in Lumen
uint32:  1
LumenGlobalIllumination
Lumen GI
uint32:  1
LumenGlobalTraces
Use global traces in Lumen
uint32:  1
LumenReflections
uint32:  1
LumenScreenTraces
Use screen space tracing in Lumen
uint32:  1
LumenSecondaryBounces
Compute secondary bounces in Lumen
uint32:  1
LumenShortRangeAmbientOcclusion
Compute screen space directional occlusion in Lumen
uint32:  1
MassProperties
Render mass debug data
uint32:  1
Materials
uint32:  1
MaterialTextureScaleAccuracy
Visualize the accuracy of CPU material texture scales when compared to the GPU values
uint32:  1
MediaPlanes
If media planes should be shown
uint32:  1
MeshEdges
In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces.
uint32:  1
MeshUVDensityAccuracy
Visualize the accuracy of the mesh UV density computed for texture streaming
uint32:  1
ModeWidgets
Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself)
uint32:  1
MotionBlur
MotionBlur, for now only camera motion blur, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
NaniteMeshes
Draw Nanite meshes
uint32:  1
NaniteStreamingGeometry
Draw Nanite streaming geometry
uint32:  1
Navigation
Whether to draw navigation data
uint32:  1
Niagara
Niagara, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
OcclusionMeshes
Visualize Occlusion Query bounding meshes
uint32:  1
OnScreenDebug
To allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering)
uint32:  1
OpaqueCompositeEditorPrimitives
When CompositeEditorPrimitives is set, determines whether occluded portions are drawn opaquely on top, or dithered when they are occluded
uint32:  1
OutputMaterialTextureScales
Outputs the material texture scales.
uint32:  1
OverrideDiffuseAndSpecular
Needed for VMI_Lit_DetailLighting, Whether to override material diffuse and specular with constants, used by the Detail Lighting viewmode.
uint32:  1
Paper2DSprites
Render Paper2D sprites, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
Particles
Particles, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
PathTracing
RHI_RAYTRACING begin.
uint32:  1
PhysicalMaterialMasks
Show Physical Material Masks
uint32:  1
PhysicsField
Physics field
uint32:  1
Pivot
For the Editor
uint32:  1
PointLights
Allows to disable lighting from Point Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
PostProcessing
Affects all postprocessing features, depending on viewmode this is on or off, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by ReflectionEnviromentCapture
uint32:  1
PostProcessMaterial
Render the PostProcess Material
uint32:  1
PrecomputedVisibility
To disable precomputed visibility
uint32:  1
PrecomputedVisibilityCells
Visualize precomputed visibility cells
uint32:  1
PreviewShadowsIndicator
Visualize preview shadow indicator
uint32:  1
PrimitiveDistanceAccuracy
Visualize the accuracy of the primitive distance computed for texture streaming
uint32:  1
PropertyColoration
Render objects with colors based on the property values
uint32:  1
QuadOverdraw
Visualize screen quads
uint32:  1
RayTracedDistanceFieldShadows
If RTDF shadows are enabled.
uint32:  1
RayTracingDebug
uint32:  1
RectLights
Allows to disable lighting from Rect Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
ReflectionEnvironment
Whether to display the Reflection Environment feature, which has local reflections from Reflection Capture actors, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
ReflectionOverride
Needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections.
uint32:  1
Refraction
Render Post process (screen space) distortion/refraction
uint32:  1
Rendering
Any rendering/buffer clearing (good for benchmarking and for pausing rendering while the app is not in focus to save cycles).
uint32:  1
RequiredTextureResolution
Compare the required texture resolution to the actual resolution.
uint32:  1
SceneColorFringe
Post processing color fringe (chromatic aberration)
uint32:  1
ScreenPercentage
If Screen Percentage should be applied.
uint32:  1
ScreenSpaceAO
Screen space AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because r.GBuffer need that
uint32:  1
ScreenSpaceReflections
If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
Selection
Selection rendering, could be useful in game as well
uint32:  1
SelectionOutline
Outline around selected objects in the editor
uint32:  1
SeparateTranslucency
If Translucency should be rendered into a separate RT and composited without DepthOfField, can be disabled in the materials (affects sorting), SHOWFLAG_ALWAYS_ACCESSIBLE for now becauseUSceneCaptureComponentneeds that
uint32:  1
ServerDrawDebug
Draw debug rendering from the Dedicated Server during Play In Editor (with Use Dedicated Server checked) in this client viewport
uint32:  1
ShaderComplexity
Needed for VMI_ShaderComplexity, render world colored by shader complexity
uint32:  1
ShaderComplexityWithQuadOverdraw
Visualize the overhead of material quads
uint32:  1
ShaderPrint
Enables ShaderPrint functionality that is used for debug printing from shaders (e.g. 'Nanitestats' command).
uint32:  1
ShadowFrustums
Draws un-occluded shadow frustums in wireframe
uint32:  1
SkeletalMeshes
If SkeletalMeshes are getting rendered, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
SkyLighting
Contribution from sky light, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
Snap
To show the snap in editor (only for editor view ports, red dots)
uint32:  1
Specular
Whether to display the scene's specular, including reflections.
uint32:  1
Splines
Spline rendering
uint32:  1
SpotLights
Allows to disable lighting from Spot Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
StaticMeshes
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
StationaryLightOverlap
Needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap
uint32:  1
StereoRendering
Whether to render in stereoscopic 3d, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by StereoRendering
uint32:  1
StreamingBounds
Render streaming bounding volumes for the currently selected texture
uint32:  1
SubsurfaceScattering
If Screen Space Subsurface Scattering enabled
uint32:  1
TemporalAA
Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
TestImage
Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing
uint32:  1
TextRender
Render TextRenderComponents (3D text), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
TexturedLightProfiles
LightProfiles, usually 1d textures to have a light (IES), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
ToneCurve
Post processing filmic tone curve and expand gamut
uint32:  1
Tonemapper
HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used)
uint32:  1
Translucency
Render translucency, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
VectorFields
Visualize vector fields.
uint32:  1
VertexColors
Show Vertex Colors
uint32:  1
Vignette
Darkens the screen borders (Camera artifact and artistic effect)
uint32:  1
VirtualShadowMapCaching
uint32:  1
VirtualTexturePendingMips
Compare the required mip level to the resident virtual texture mip level.
uint32:  1
VirtualTexturePrimitives
Draw in the main pass the primitives that would normally only contribute to runtime virtual textures.
uint32:  1
VirtualTextureResidency
Debug the Virtual Texture System
uint32:  1
VisLog
Calls debug drawing for whatever LogVisualizer wants to draw
uint32:  1
VisualizeBuffer
Needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode.
uint32:  1
VisualizeCalibrationColor
Shows a full-screen calibration color post process material defined in renderer config
uint32:  1
VisualizeCalibrationCustom
Shows a full-screen calibration custom post process material defined in renderer config
uint32:  1
VisualizeCalibrationGrayscale
Shows a full-screen calibration grayscale post process material defined in renderer config
uint32:  1
VisualizeDistanceFieldAO
Visualization of distance field AO
uint32:  1
VisualizeDOF
Helper to tweak depth of field
uint32:  1
VisualizeGlobalDistanceField
Global Distance field
uint32:  1
VisualizeGPUSkinCache
Visualize Skin Cache
uint32:  1
VisualizeGroom
Needed for VMI_VisualizeGroom, Whether to enable the Groom visualization mode.
uint32:  1
VisualizeHDR
Display a histogram of the scene HDR color
uint32:  1
VisualizeInstanceUpdates
Allow to see where each instance is in each ISM Component
uint32:  1
VisualizeLevelInstanceEditing
Grey out actors which do not belong to the currently edited LevelInstance
uint32:  1
VisualizeLightCulling
To visualize the culling in Tile Based Deferred Lighting, later for non tiled as well
uint32:  1
VisualizeLightingOnProbes
Enable the debug visualization of diffuse/specular lighting (direct and indirect) using probes
uint32:  1
VisualizeLocalExposure
Helper to tweak local expsoure settings
uint32:  1
VisualizeLumen
Needed for VMI_VisualizeLumen, Whether to enable the Lumen visualization mode.
uint32:  1
VisualizeMeshDistanceFields
Mesh Distance fields
uint32:  1
VisualizeMotionBlur
Helper to tweak motion blur settings
uint32:  1
VisualizeMotionVectors
DEPRECATED in 5.2: Use VisualizeReprojection instead.
uint32:  1
VisualizeNanite
Needed for VMI_VisualizeNanite, Whether to enable the Nanite visualization mode.
uint32:  1
VisualizeOutOfBoundsPixels
Visualize pixels that are outside of their object's bounding box (content error).
uint32:  1
VisualizePostProcessStack
Visualise information about the post processes stacked on screen
uint32:  1
VisualizeReprojection
Helper to ensure previous frame's temporal history reprojections using motion vectors are working correctly.
uint32:  1
VisualizeSenses
Visualize the senses configuration of AIs' PawnSensingComponent
uint32:  1
VisualizeShadingModels
Visualize the Shading Models, mostly or debugging and profiling
uint32:  1
VisualizeSkyAtmosphere
Enable the SkyAtmosphere visualization to be drawn on screen
uint32:  1
VisualizeSSR
Visualize screen space reflections, for developer (by default off):
uint32:  1
VisualizeSSS
If Screen Space Subsurface Scattering visualization is enabled
uint32:  1
VisualizeSubstrate
Needed for VMI_VisualizeSubstrate, Whether to enable the Substrate visualization mode.
uint32:  1
VisualizeTemporalUpscaler
Helper to diagnose why the temporal upscaler may run into issues.
uint32:  1
VisualizeVirtualShadowMap
Needed for VMI_VisualizeVirtualShadowMap, Whether to enable the virtual shadow map visualization mode.
uint32:  1
VisualizeVolumetricCloudConservativeDensity
Visualize volumetric cloud conservative density.
uint32:  1
VisualizeVolumetricCloudEmptySpaceSkipping
Visualize volumetric cloud density for empty space skipping.
uint32:  1
VisualizeVolumetricLightmap
Visualize volumetric lightmap used for GI on dynamic objects
uint32:  1
VolumeLightingSamples
Visualize volume lighting samples used for GI on dynamic objects
uint32:  1
Volumes
Draws Volumes
uint32:  1
VolumetricFog
SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
uint32:  1
VolumetricLightmap
Whether to apply volumetric lightmap lighting, when present.
uint32:  1
VREditing
If this is a vr editing viewport, needed?
uint32:  1
WidgetComponents
If WidgetComponents should be rendered in the scene
uint32:  1
Wireframe
Needed for VMI_Wireframe and VMI_BrushWireframe